Uncle Shags Posted September 29 Share Posted September 29 Howdy Folks! I'm doing some theory-crafting and need some help. A mag 2 plus a mag 2 will stun a boss. But for how long? Is there a formula? For instance, 9 second duration toggle like Oppressive Gloom at mag 2 followed up by a mag 2 power like Fault with a 9.5 sec duration. That'll stun a boss, but for how long? And of course the more complicated version of the question, how is the duration reduced by level difference? For instance, how would the above numbers work for +4 or +3 boss? I tried to do some research and figure it out myself but came up empty. Thanks for your assistance! Link to comment Share on other sites More sharing options...
PhotriusPyrelus Posted September 29 Share Posted September 29 I'm pretty sure it'll stun a boss for the overlap. So if you 9 sec stun at 0 seconds, and you 9.5 sec stun at 2 seconds, it will end up stunned from 2 to 9 (or for 7) seconds. 1 Your boos mean nothing; I've seen what makes you cheer. Link to comment Share on other sites More sharing options...
Psyonico Posted September 29 Share Posted September 29 1 hour ago, PhotriusPyrelus said: I'm pretty sure it'll stun a boss for the overlap. So if you 9 sec stun at 0 seconds, and you 9.5 sec stun at 2 seconds, it will end up stunned from 2 to 9 (or for 7) seconds. This is accurate. As for how level difference affects duration, you'll want to look at the purple patch page to get the percentages https://homecoming.wiki/wiki/Purple_Patch What this team needs is more Defenders Link to comment Share on other sites More sharing options...
Uncle Shags Posted September 29 Author Share Posted September 29 That's exactly what I needed. Thanks much! Link to comment Share on other sites More sharing options...
Doomguide2005 Posted September 29 Share Posted September 29 And this stacking is exactly how my Earth/Storm/Earth deals with foes. Stalagmites+Thunderclap +Fissure+/- Stun Grenades dropping patches in between (EQ and FR in particular). And just to note you technically only need to exceed mag 3 to mez a boss. Some Sleeps, for example, are mag 3.5 and will one shot a boss (or an AV through PToD for that matter) Link to comment Share on other sites More sharing options...
Yomo Kimyata Posted September 29 Share Posted September 29 Keep in mind the difference between mez magnitude and mez resistance. Magnitude for PvE is generally going to match up with the rank of the enemy -- bosses are mag 3, which means they will not be affected by a mez unless it is higher than 3 or unless it stacks higher than 3. How long it does effect them is going to relate to their mez resistance, and I'm not 100% on the mechanics of that. I know, for example, that if a player has 100% resistance to a mez effect, then it cuts the time in half. However, there also seems to be a shortcut for some enemies, for example: https://cod.uberguy.net/html/power.html?power=nemesis.nemesis_warhulk_defense.resistance&at=boss_grunt Warhulks are listed as being immune to fear, confuse, disorient, and knockback, but vulnerable to immobilization. This manifests as an automatic +1 mag immobilize (so that you only need to stack with something greater than 2 to immobilize), a +75% knock* resistance (which I don't really understand), and a -200% confuse/afraid/terrorized/stunned (which confuses me again). I'm working off the assumption that the -200% is a shortcut to immunity because maybe -100% isn't enough in some circumstances, but this is not the same as, say, a +200% resistance, which if a player had would reduce the time of the effect to 1/3 regular time. Who run Bartertown? Link to comment Share on other sites More sharing options...
Doomguide2005 Posted September 29 Share Posted September 29 Knock resistance i believe involves distance actually knocked. Link to comment Share on other sites More sharing options...
Maelwys Posted September 30 Share Posted September 30 15 hours ago, Doomguide2005 said: Knock resistance i believe involves distance actually knocked. Yups. Players will generally still want some Knockback Protection to allow them to actually ignore the effect entirely; but with enough Knockback Resistance you can reduce the magnitude of a KB effect to under "1", whereupon KnockBACK turns into KnockDOWN. These days most AoE immobilises grant 10000% Knockup and Knockback resistance for this very reason - it makes teammates that spam AoE Knockback powers much easier to live with! 🤣 1 Link to comment Share on other sites More sharing options...
Yomo Kimyata Posted September 30 Share Posted September 30 4 hours ago, Maelwys said: Yups. Players will generally still want some Knockback Protection to allow them to actually ignore the effect entirely; but with enough Knockback Resistance you can reduce the magnitude of a KB effect to under "1", whereupon KnockBACK turns into KnockDOWN. These days most AoE immobilises grant 10000% Knockup and Knockback resistance for this very reason - it makes teammates that spam AoE Knockback powers much easier to live with! 🤣 Also worthwhile noting that since Knockback and Knockdown are the same mechanic, different immobilizes will have different effects on the immobilized mob. An immobilized mob under the effect of the power listed here will be able to attack even if hit by a knock* effect. An immobilize power without this will keep them in one spot, but they will fall down and there will be a few seconds where they are unable to attack. Who run Bartertown? Link to comment Share on other sites More sharing options...
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